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Maj
07-04-2007, 08:53 PM
UPDATE - 09.03.2007

Without further ado, here's the full video in two different filesizes and codecs:

SF? Guile Exhibition (Evo2k7 Edition) (http://sonichurricane.com/media/sfguileexh-evo2k7.html)

Enjoy.

(Please do me a favor and right-click-save-as instead of trying to stream them.)

----------

I've been working on a fairly elaborate mutli-game combo video for the past year, with hopes of finishing it by August. Looks like i'm going to end up cutting it close, but i should be able to make it. If all goes well, the final video will be premiered on the big screen at Evo World (http://www.evo2k.com) in Las Vegas.

Check out the trailer here: SF? Guile Exhibition (Evo2k7 Edition Trailer) (http://sonichurricane.com/media/sfguileexh-evotrailer.html)

Let me know what you think. Hopefully this will give people yet another reason to show up to Evo. Not that there's any shortage of reasons with all the hype building up this year ...

Saotome Kaneda
07-04-2007, 10:07 PM
maj vs jchen on the big screen @ Evo World

bet it

YellowS4
07-04-2007, 10:15 PM
Wow, that last combo w/Blanka. Jesus.

JAMMAR
07-04-2007, 10:27 PM
Is it just me, or the animation in the SF2 combos the smoothest ever seen.

Good shit all around.

DJ-B13
07-04-2007, 11:17 PM
GOod Shiznit Maj~!!!! :cybot:

SlayerofBodom
07-04-2007, 11:27 PM
I understand the handcuff-like glitch at the end against Blanka, but how do you hit the Flash Kick while going forward?!? That was unreal...

laugh
07-05-2007, 04:56 AM
TOO Sick!! Now I just need my boss to let me go to evo.

ps. I love the song. It fits perfectly for the and content and the purpose Imo.

Khiempossible
07-05-2007, 07:46 AM
Right off the bat, there should be 2 glaring questions.

In the CvS2 combo, S-Guile vs. King, you throw a sonic boom, then walk forward and throw another sonic boom. I take it this is like charge storing? similar to chun li super in ST? What I don't get is why you get to walk forward so long. I thought inputs had 2 frame leniency, so if you charge back then walk forward+P you'd get to walk forward for 2 frames max before the inputs deregistered.

The second one is definitely the walk forward flash kick. My only guess is that for some odd reason, while blanka while jumping with a sonic boom on the screen allows you to walk forward with offensive crouch. But that's pretty wild.

Phoenix Fury
07-05-2007, 08:50 AM
Right off the bat, there should be 2 glaring questions.

In the CvS2 combo, S-Guile vs. King, you throw a sonic boom, then walk forward and throw another sonic boom. I take it this is like charge storing? similar to chun li super in ST? What I don't get is why you get to walk forward so long. I thought inputs had 2 frame leniency, so if you charge back then walk forward+P you'd get to walk forward for 2 frames max before the inputs deregistered.

The second one is definitely the walk forward flash kick. My only guess is that for some odd reason, while blanka while jumping with a sonic boom on the screen allows you to walk forward with offensive crouch. But that's pretty wild.

it looked like the CvS2 combo was done with EO mode, so no charge would be required for Sonic Booms there. and the Guile vs. Blanka combo in Honda's stage was done in SF2 WW, where you get a special move randomly sometimes for pushing a button (i think it was like 1/256 chance?). really nice preview, and i want to see the rest of the video.

Ketsuban
07-05-2007, 09:03 AM
Could somebody YouTube this vid please?

Maj
07-05-2007, 10:16 AM
Thanks for all the positive feedback guys. I'm happy you enjoyed it.

Youtube would rape the video quality like you wouldn't believe. I'm sure someone will eventually upload it to youtube since random people have posted all my old vids on there. But i'm kinda proud of the way it turned out cuz i'm really not very good at video production/editing. I wanna enjoy my victory for a minute before it shows up on blurtube. Thanks to everyone who went through the trouble of installing the x264 codec. It's really quite amazing and you're going to be seeing a lot more people using it for their vids in the near future.

Phoenix Fury explained pretty much everything. I apologize for not posting explanations, but belive it or not, those writeups on my website take a really long time to finish. Right now i can't spare that much time, plus it's a trailer. It's supposed to be all mysterious and shit.

The first 100% damage combo is in fact CvS2EO. You can tell because of the EO logo right under Guile's portrait. Also because i redid that combo a bunch of times until i got Guile to say "Easy Operation!"

SaBrE
07-05-2007, 10:40 AM
yeah man, the quality vs file size was awesome. i didnt have to install any codecs. god bless vlc player =). good stuff with the ww guile standing flash kick glitch. love that trick

Thongboy Bebop
07-05-2007, 11:42 AM
http://youtube.com/watch?v=07tTLOwbSSE

N - If not Casshern, then WHO?!

Edit: Tried again, even at 4x the bitrate it looks shitty on youtube.

Maj
07-05-2007, 12:18 PM
Wow, i think you just erased a part of my soul using a blur filter. How the hell am i supposed to get it back now? All i can say is, it better not have been an important part. If i end up unconsciously using Sandstorm as the soundtrack of my next video, i'm gonna be hella grumpy the day after. Then i'm gonna take all your vids and dub them with midi versions of the Titanic soundtrack and post them on youtube.

Seriously though, on top of making it blurry as fuck, youtube also cut the framerate in half! Google needs to step it up.

On a slightly less depressing note, the SRK mainframe AI matrix finally thinks i'm "knowledgeable"! After "moving up the chain" for countless months, i finally moved up the chain!

Acer1236
07-05-2007, 12:29 PM
Majestros: What did you use to encode in x264?

Thongboy Bebop
07-05-2007, 12:37 PM
I can take it down if you want, but I don't think it'll get much better than that. I re-encoded it a few different ways to test, but youtube is just generally funky.

N

NKI
07-05-2007, 12:37 PM
Y'all ain't ready for the heat Maj bringin'...

fatboy
07-05-2007, 12:48 PM
Sweet!!!

Maj
07-05-2007, 01:48 PM
Majestros: What did you use to encode in x264?

There's a VFW plugin for VirtualDub that lets you do it. I'm not sure if it's as good as the command line version, but i gave up on that route. Here's everything you need:

http://deaththesheep.uni.cc
http://teek.info/guides/video/x264encode.html

I did two-pass encode using all the standard/recommended settings. The only thing i changed was the target bitrate.

I can take it down if you want, but I don't think it'll get much better than that.

Nah it's cool. This is the first chance i've ever had to be elitist about video quality so i acted out the obligatory outrage. Come on, the Titanic midi line was funny, right?

Actually i was thinking about maybe making an mpeg version for the people too lazy to figure out the x264 stuff, but i really didn't want to have to do that. Having it on youtube saves me the trouble. Thanks for the extra exposure and such. It's got 47 views already!

King9999
07-05-2007, 02:13 PM
Those are some impressive combos. But I think I'm more impressed by the video quality. :tup:

shoo
07-05-2007, 05:44 PM
great work :tup:


cant wait to see it on teh big screen

Saotome Kaneda
07-05-2007, 05:58 PM
maj vs jchen on the big screen @ Evo World

bet it
who wants some


i got 50 on my nigga Maj

DS
07-05-2007, 06:04 PM
who wants some


i got 50 on my nigga Maj


I got 100 on my fist colliding with your face. How about that? =p

You better show up, damn it. You've been nothing but hype so far. You better survive Australia(a.k.a. World's End).

FMJaguar
07-05-2007, 06:36 PM
Actually youtube is re-encoding in H264 for use with the iphone, hopefully that will mean good changes for the normal site as well.

I'm trying to make a wmv version and seeing how that works out, hopefully it'll be close even though the source is compressed already

Maj
07-06-2007, 03:26 AM
The money match schedule is already packed this year. Plus, i mean, jchensor and i get distracted too easily. Halfway through the round something interesting will happen and we'll both start trying to figure it out instead of finishing the match. I imagine it would be frustrating to have money on us while we take a constant detours into training mode.

Btw thanks for the positive rep, but i was just making an idle comment earlier. I dunno how the point system works. Happened to notice that i was stuck on "moving up the chain" for a long time. Now i'm up two ranks in a day. Crazy.

Saotome Kaneda
07-06-2007, 03:42 AM
tl;dr

I was talking about a combo vid battle tho. lol Don't sweat the rep, you need it anyway. =p

gouki10
07-06-2007, 08:26 AM
This video is going to be INSANE, i can't wait. Will it be on the DVD??!?!?!?!

b1gazn
07-06-2007, 08:38 AM
that shit was magical!!!

Projectjustice
07-06-2007, 08:46 AM
http://youtube.com/watch?v=07tTLOwbSSE

N - If not Casshern, then WHO?!

Edit: Tried again, even at 4x the bitrate it looks shitty on youtube.

That was just awesome.

What song is that playing in the background, its hot!

Maj
07-06-2007, 09:15 AM
What song is that playing in the background, its hot!

It's a beat that my friend Metronome (http://soundslikemetronome.com) made and then customized a little bit for the trailer. Go check out more of his stuff.

FSgamer
07-06-2007, 09:48 AM
I've been working on a fairly elaborate mutli-game combo video for the past year, with hopes of finishing it by August. Looks like i'm going to end up cutting it close, but i should be able to make it. If all goes well, the final video will be premiered on the big screen at Evo World (http://www.evo2k.com) in Las Vegas.

Check out the trailer here: SF? Guile Exhibition (Evo2k7 Edition Trailer) (http://sonichurricane.com/media/sfguileexh-evotrailer.html)

Let me know what you think. Hopefully this will give people yet another reason to show up to Evo. Not that there's any shortage of reasons with all the hype building up this year ...
Impressive!!!

Can't wait to see what kind of CvS2 Guile tricks you'll put in the video.
Keep up the good work!

Javid
07-06-2007, 10:20 AM
Wow, that triple Guile combo was neat. Same with the EO verson of CvsS2. Though I must say that the quality of the video is absolutely amazing. I know about the codec and I've experimented with it in the past, but what did you use to capture your video footage?

Again nice work once again, it's rare these days to see a nice combo video(Even if it's just a trailer...)

Maj
07-07-2007, 12:59 PM
This was the capture card i used: Studio Movieboard Pci Capture Hardware (http://www.amazon.com/dp/B000IM5GAY)

Bought it recently and it works ok. Though it has no audio inputs so you have to plug the audio into your computer's Line-In input using a cable included in the box. Also for some reason it flips the audio, so the left side ends up on the right and vice versa. Switching the connections solves the problem though.

Saotome Kaneda
07-07-2007, 04:10 PM
This was the capture card i used: Studio Movieboard Pci Capture Hardware (http://www.amazon.com/dp/B000IM5GAY)

Bought it recently and it works ok. Though it has no audio inputs so you have to plug the audio into your computer's Line-In input using a cable included in the box. Also for some reason it flips the audio, so the left side ends up on the right and vice versa. Switching the connections solves the problem though.
Is the full version gonna be that HQ when it's on the big screen too? Because that shit was beastly as fuck. :tup:

eks
07-07-2007, 11:49 PM
pretty slick stuff maj, can't wait for full version. song is sick also

Maj
07-09-2007, 09:11 AM
Thx eKiN. Glad you liked the song.

Is the full version gonna be that HQ when it's on the big screen too? Because that shit was beastly as fuck. :tup:

Gonna use pretty much the same settings so it should look the same. Though i don't know how it'll look once it gets blown up to giant size. The biggest problem right now is keeping the video short, cuz i think i'm only allowed 15-20 minutes. It's not that i have hundreds of clips, but a lot of the clips i do have are over 10 seconds long, and i've still got a lot more combos to capture. Anyway i probably shouldn't get into too much detail. Don't wanna ruin any surprises.

Thanks for the feedback everyone.

Rikidozan
07-09-2007, 12:43 PM
I freaking love Guile combovideos, you never know what to expect - though it's a positive thing getting blown away with new stuff every single time.

Inigma
09-02-2007, 08:21 PM
Is the video available to download?

Hydra632
09-02-2007, 10:49 PM
Yeah I was also wondering if its for download. Really liked it at Evo. Good work as always Majestros.

Maj
09-03-2007, 12:13 AM
Thanks for the interest guys. Actually i've just finished uploading it so it's available for download right now. I'll update the first post of the thread with the url.

Kuenai
09-03-2007, 12:58 AM
I'm downloading the hq version right now. Great stuff!

polarity
09-03-2007, 01:03 AM
i never thought i'd hear explosions in the sky or christie front drive in a combo video

edit: awesome work! the only complaint i have is that the music was mixed way too low, but maybe that was what you were going for. i dunno if the downbeat music in a combovideo really works but it was nice to hear something different for once

Inigma
09-03-2007, 03:04 AM
SF the movie combos was funny as hell... My god Guile was all over the place in those vids lol!

Maj
09-03-2007, 03:15 AM
i never thought i'd hear explosions in the sky or christie front drive in a combo video

the only complaint i have is that the music was mixed way too low, but maybe that was what you were going for. i dunno if the downbeat music in a combovideo really works but it was nice to hear something different for once

Yeah it was worth a try. For some reason i just didn't feel like drowning everything out with rock music this time. I think the volume level works well with the SF2 series segment. Then we run into the intermission where nothing would work due to the constant noise. Then the issue with Christie Front Drive is that the track itself is actually fairly loud the whole way through, but if i raise the volume then the whole thing turns to noise. Anyway that song has too much awesome subtle stuff to survive intact through random fighting game sound effects. My only hope is that people will hear enough of it to convince them to go pick up the album.

Apart from that, my main concern was to avoid drowning out the game sound effects. The end result is not perfect but it gets the job done. I've always focused on content first and everything else second. The people who end up with great-sounding videos usually have some musical instruction in their background and i don't. I'm just a guy who spends a lot of time listening to semi-obscure bands.

Cardinal_Sin
09-03-2007, 03:50 AM
Great job with the video.

Is there a reason Marvel wasn't included in the final cut (time, didn't fit the theme of the video)? The 3X Guile combo in the trailer was pretty awesome, too bad it didn't make it in.

Magnetro
09-03-2007, 03:58 AM
Great job with the video.

Is there a reason Marvel wasn't included in the final cut (time, didn't fit the theme of the video)? The 3X Guile combo in the trailer was pretty awesome, too bad it didn't make it in.
Important games like marvel require more time to make combos for

eks
09-03-2007, 05:19 AM
<XNDL> joey
<XNDL> I need you to talk to maj right now
<XNDL> and tell him this video is the best thing I've ever seen
<XNDL> ever

hey mr maj, i concur

<XNDL> seriously
<XNDL> this is like a religious experience

love,
your Australian fans

King9999
09-03-2007, 05:41 AM
Guile actually has the handcuffs in the Street Fighter Movie game? :rofl:

Excellent vid! :lovin: The combos are awesome, and the encoder just makes the vid that much better!

P4RA
09-03-2007, 05:42 AM
the video is insane, really really nice

now I want to play with guile too ;)

LeRaldo
09-03-2007, 07:44 AM
Awesome video for one of my favorite SF characters. I really liked the music, I thought it fit really well. Very impressive.

SaBrE
09-03-2007, 08:28 AM
this was easily the best video at evo. as much as i loved nki's beastly shenanigans, this one just drove me nuts! too bad there wasnt any console sf:tm combos, but the fact there was any type of SFTM combos period makes it too good.

best combo vid of the year in my book.

thanks for the props too =)

EveryFlowerFlow
09-03-2007, 08:56 AM
the sftm handcuffs stuff was madness good shit :clap:

str[e]ak
09-03-2007, 09:10 AM
:wow: maj, that was great stuff. :tup:

Demon Dash
09-03-2007, 11:11 AM
I understand the handcuff-like glitch at the end against Blanka, but how do you hit the Flash Kick while going forward?!? That was unreal...
AFAIK in earlier SFII games you have something like a 1/255 chance of getting a special move when pressing a button. I don't know if this was the case here, but it looked identical to what I seen on Youtube.

Maj
09-03-2007, 11:35 AM
Thank you sirs. I'm really glad you guys found the video enjoyable.

Is there a reason Marvel wasn't included in the final cut (time, didn't fit the theme of the video)? The 3X Guile combo in the trailer was pretty awesome, too bad it didn't make it in.
Actually none of the stuff in the trailer is in the full video. All of it is leftovers that were amusing, but weren't really up to the standards of the full video. I designed the trailer to serve as kind of a bonus track once the full video was released, cuz if i repeated the same combos then what would be the point of keeping the trailer on your HD?

Originally i had intended on including a bunch of other games, but i simply ran out of time. I had some rough thematic ideas for MvC2 combos but i'm really not a Marvel player even though i enjoy watching Marvel videos. So the choice was: Do i spend a month learning MvC2 so that i can come up with some respectable combos or do i spend the same amount of time working on two or three games i'm familiar with?

It sucks cuz giving up on Marvel was probably the hardest decision of the whole project but i also had to give up on other games like A3 and EX3. However, maybe i'll do a revision at some point which includes all the games i missed. Not gonna happen for like two years though, cuz i'm completely burned out right now. And even if i do work on a video in the near future, it's definitely not going to be one of these huge 15+ minute fiascos.

Sorry if i disappointed you, if you were looking forward to seeing more MvC2 combos. That game has a lot of cool stuff in it, like dash forward Sonic Boom (charge back, neutral PPP, F+P) and i'd like to give it a try someday. Not soon though.

gridman
09-03-2007, 11:36 AM
Awesome vid maj - major props

ruthless_nash
09-03-2007, 12:17 PM
i havent downloaded it yet and i can already say its awesome! guile is my fav character yo!

Demon Dash
09-03-2007, 01:08 PM
Oh yeah, I never commented... Good shit man! I like how the car did a flash kick lol... I was kind of hoping for more EX combos, but I'm certainly not dissapointed...

SuicidalGrandpa
09-03-2007, 02:07 PM
Download can't go fast enough, can't wait.

Mizuki
09-03-2007, 02:31 PM
At Evo when I was watching this, I remember like a group of Smash player behind me were like WTF. Man this shit was easily the best thing on the Big Screen at Evo.

Master Chibi
09-03-2007, 02:31 PM
That combo on Rolento had me laughing man, good shit. Love your devotion to this character, it's totally inspired me through the years to play him.

:)

Maj
09-03-2007, 04:53 PM
this was easily the best video at evo. as much as i loved nki's beastly shenanigans, this one just drove me nuts! too bad there wasnt any console sf:tm combos, but the fact there was any type of SFTM combos period makes it too good.

Thank you sir. Btw if anyone hasn't seen the other vids shown at Evo this year, you should definitely go check them out. All of the download links can be found on SRK front page (http://www.shoryuken.com) now so go pick 'em up.

Console SFTM was another game that i meant to include but it didn't seem that interesting compared to the arcade version, so it got cut when i started running out of time. Basically it's just an ST clone with EX moves, right? Guile probably has some infinites with that Double Sonic Boom nonsense but dizzies are almost as much of a problem as they are in SF2 games. Still, it would have been cool to include it just to show off more of those state-of-the-art lifelike motion capture sprites.

white shadow
09-03-2007, 05:28 PM
Amazing Simply Amazing!!! :wow:

I have a question, in SF: The Movie how did you manage to combo after the KO screen Majestros?

goodm0urning
09-03-2007, 06:04 PM
This is astonishing. Great job.

Rob2_0
09-03-2007, 06:43 PM
awesome stuff
5/5 stars

Gouki7
09-03-2007, 07:21 PM
Insane.

SaBrE
09-03-2007, 07:33 PM
maj, yeah i dont remember hardly anything about console sftm except it was a lot better, gameplay wise, trying to resemble st. i think there were ex moves. cant remember. i was just hoping it would be in there just for nostalgias sake. thats why i like the sftm arcade footage so much.

congrats tho

edit: btw. couldnt say it enough at evo. but the transition effects going thru the different sf2 revisions are amazing. that musta been the hardest part to do, cuz you had it synced up way too good. the life, the cloud and moon placements on ryu stage, sprite placements, everything was too awesome

Master Giby
09-03-2007, 10:41 PM
This was the best thing on the big screen at Evo if you ask me. I loved the whole vid, especially the SFTM parts.

Great job with this, Majestros.

elvis_a_presley
09-04-2007, 03:22 AM
Incredible stuff. Strangely enough, the "intermission" Guile v Blanka barrel stage impressed me the most I think.

I can't begin to imagine the YEARS of dedication that sort of work takes to build. Much respect.

Maj
09-04-2007, 11:51 AM
I have a question, in SF: The Movie how did you manage to combo after the KO screen Majestros?
That's for free actually. You retain control of your character until the opponent falls on the ground or until the timer runs out. Or until you get owned up by a glitch (as in the case of the combo against Vega).

In SFTM, the main combo deterrent is that the higher the combo counter gets, the more pushback each hit creates. So if you're midscreen and you're midway into a 60-hit combo, the next hit will knock them clear across the screen. The 62nd hit will knock them even further, and so on. Each of these are instant combo enders.

The rules change a little bit when you're dealing with a dead character, but a lot of the same stuff applies. The rules also change randomly, but maybe it has something to do with a hidden counter looping or resetting. Whatever.

So you have to use the corner to stop this pushback madness from happening. Problem is, once they touch the corner, hitting them pushes you back and the same rule applies. So every one of those combos is designed to circumvent that whole system by knocking the opponent into the corner, out of the corner, into the corner, and so on and on. Every time i do Handcuffs against a cornered opponent fairly deep into a combo, the game tries to push Guile clear off the screen. Sometimes the pushback lasts so long that Guile barely moves forward while walking, for a good 3-5 seconds.

Anyway the second combo starts with Akuma teleport into the corner while Guile is cornered, so of course they get stuck in the same spot cuz it would take some kind of programming GENIUS to anticipate this happening and push Guile out of the corner. So of course this leads to an infinite combo setup which i use to do random links without fear of pushback, until i get bored. After the opponent dies, you get to keep juggling them until either they hit the ground or until the timer runs out. Akuma tries to recover from handcuffs a bunch of times but he's dead so it doesn't quite work out for him. If he's closer to the ground when he breaks out, he can actually recover and keep fighting after he's dead! But i prevent that from happening by making sure that he's high in the air whenever Handcuffs expires.

Btw, the SFTM combo against Akuma is actually 113 hits, but the calculator freaks out once the combo counter maxes out. It'll randomly change the numbers like ... 95, 96, 97, 98, 99, 93, 97, 91, 96, 94, 98, etc.

elvis_a_presley
09-04-2007, 05:29 PM
Btw, the SFTM combo against Akuma is actually 113 hits, but the calculator freaks out once the combo counter maxes out. It'll randomly change the numbers like ... 95, 96, 97, 98, 99, 93, 97, 91, 96, 94, 98, etc.

I imagine a bunch of programmers sitting in a room discussing the design of the combo counter:

"It's pretty safe to say that nobody will ever go higher than 99 hits, so lets save a field and not bother".

:lol:

Desk
09-04-2007, 06:45 PM
don't think anyone's mentioned it yet but that set up vs claw is awesome. getting the sonic boom so far behind that you can land 3 or 4 moves before it even connects is just silly. Is that completely orginal? just so you know, I'm definitely stealing it for one of my future videos, lol.

Maj
09-05-2007, 10:28 AM
At Evo when I was watching this, I remember like a group of Smash player behind me were like WTF. Man this shit was easily the best thing on the Big Screen at Evo.
Haha, that's tight. Maybe they'll go home and rent a Street Fighter game.

James Chen was telling me that when the ST combo against T.Hawk came up, he saw some dude looking hella confused so that guy's friend looked over and did T.Hawk's "SAFE!" motion with his arms. I got a kick out of that little story.

but the transition effects going thru the different sf2 revisions are amazing. that musta been the hardest part to do, cuz you had it synced up way too good. the life, the cloud and moon placements on ryu stage, sprite placements, everything was too awesome
Yeah those demanded a lot of time. I was up all night until 11am on Saturday morning trying to wrap up the editing so i could drive to Vegas, and those two clips took about 3-4 hours to edit. And i had already done the combos themselves weeks ago.

Sound is a big challenge because some things sound different from one game to the next. For example there really isn't a dizzy sound in CPS1 games which would have been more convenient, but i ended up having to use the CPS2 track most of the time because there are issues with trying to turn off BGM in CPS1 games. But then, Ryu's background has breakable objects in WW only, so i had to switch back and forth.

Also the whole concept is really limited because the games are quite different. The combo i did was fairly basic, but if you look at the combos in the core video, you couldn't find a single one that would work in WW, CE, and SSF2. Of course CE and HF are almost identical (except for Sonic Boom having 5 more frames of recovery in HF), but you can't use those two because HF is much faster and there's no speed setting.

The combo i did only does 100% damage in WW, so it ends with a WW clip. It begins with j.MK, s.MP xx Flash Kick. If i switch out either of those medium attacks with a hard attack, it'll kill in CE and SSF2 but then the WW combo would kill too soon, since WW damage is so much higher. Plus it's REALLY difficult avoiding dizzy in WW. Two fierces in a row is pretty much guaranteed dizzy. So you can't go crazy with this gimmick and do anything you want, cuz it's a huge challenge trying to find cool stuff that matches up across multiple games.

The lifebars aren't synched perfectly but that's a hopeless cause and the crossfade does a good job of masking it anyway. The clock isn't perfect either because it actually runs at different speeds, and you can see background character desyncs in the combo clip. But i had to start at precisely the same point in the clip against Ryu because the whole top half of the background moves. I just made the WW clip first so that i could find the red fireball, then started the CE and SSF2 clips from the same point. There's a desync in that clip too, because you can notice Ryu getting up twice at the very end, which happened because the spacing was slightly off between clips by that point and i didn't have time to go back and change it. There's also a slight desync in the kick air throw part, but that's impossible to detect because i did the fade while the screen was shaking.

Anyway the point i'm trying to make is that it's definitely possible for anyone to make clips like this, but it takes a LOT of micromanagement and minor adjustments.

Dios <-X->
09-05-2007, 11:53 AM
wow, absolutely amazing ^_^

SaBrE
09-05-2007, 03:34 PM
thats hella complex man!

i like the explanations and such on how you get these ideas and such to work. even tho there are little flaws, if you arent being overly ANALytical, that sequence is just retardedly mind boggling to me.

and ima have to agree with desk, i never seen the vs claw setups ever before to get that much of a lead off your sonic boom. i didnt know you could get vega to push you that far like that. its pretty trippy looking

and the random games you picked in the industry to represent sonic booms and flash kicks(really like the burnout car flip for flash kick repping) is really interesting

TS
09-05-2007, 03:51 PM
I now know where the "Zangief is gay" rumor comes from- Street Fighter: The Movie The Game.

Anyway, great job.

elvis_a_presley
09-06-2007, 01:57 AM
and ima have to agree with desk, i never seen the vs claw setups ever before to get that much of a lead off your sonic boom. i didnt know you could get vega to push you that far like that. its pretty trippy looking

I've seen claw push characters around that far before, but NEVER even considered using it as a setup for anything. That was just pure ingenuity.

Maj
09-06-2007, 11:34 AM
Incredible stuff. Strangely enough, the "intermission" Guile v Blanka barrel stage impressed me the most I think.
Maybe you've noticed this already, but there are 20 barrels on that stage worth 1,000 points each. The final score is 25,100 points. How did he do it??

don't think anyone's mentioned it yet but that set up vs claw is awesome. getting the sonic boom so far behind that you can land 3 or 4 moves before it even connects is just silly. Is that completely orginal? just so you know, I'm definitely stealing it for one of my future videos, lol.
Actually, i can't take credit for that one. About a year ago, there was a trailer for a CvS1 video released by a Japanese dude named T-7 and that was the first time i had seen it. Check it out here:

CvS1 Combo Video Storm Zero Trailer (http://www.youtube.com/watch?v=q55o0mXls4w)

It's really quite brilliant and in my opinion it was definitely the highlight of that whole video. It's incredibly useful in games without advanced movement options like dashing and rolling. Though in all honesty it's quite difficult to get the timing right. In the SF2 series, the distance traveled changes significantly based on the timing between Vega's inputs and the other guy's jump - on a frame by frame basis. It's quite a bit more lenient/consistent in the CvS series and a few of the other games that use the new sprites.

The cool thing about finding such a fundamental setup is that it can be ported to almost all games. For example that TZW setup where one character throws a fireball as Dhalsim jumps over and does s.HP - that thing can be used in almost every game. It's not a useful setup in every game, but it's there if you need it.

noodleman
09-06-2007, 02:21 PM
wow, i've always know the old school games are broken, but i wasn't ready to see how broken it truly is. god damn! good stuff Maj!

Saotome Kaneda
09-06-2007, 03:57 PM
I like how Maj gave shouts to FGD mods. lol I was there in the fucking middle and I'm like, the only mod that DIDN'T go to Evo. =x

dialupsucky
09-06-2007, 04:10 PM
Deffintly a impressive video. The whole controler thingy makes it feel a little fake to me though shrug. But It was enjoyable to and thats the most important thing I suppose. Anyway yea good job.

Maj
09-06-2007, 04:55 PM
I like how Maj gave shouts to FGD mods. lol I was there in the fucking middle and I'm like, the only mod that DIDN'T go to Evo. =x
Haha, i did namedrop kind of a lot of FGD mods huh? Totally wasn't keeping track. While i was making the video i just wrote down people's names in a txt file whenever someone gave me a good editing suggestion or provided helpful feedback or whatever. But if you asked me to explain why any particular name is in there, i hella couldn't remember now.

Deffintly a impressive video. The whole controler thingy makes it feel a little fake to me though shrug. But It was enjoyable to and thats the most important thing I suppose. Anyway yea good job.
That's cool, i know a lot of people feel that way. In the past i've done everything by hand on standard DC controllers, but i felt it was time to try out programmable controllers and such. That's why at the end of the intro it says, "Look past the difficulty level of the gameplay and try to see the ideas." I'm not trying to be modest there. I'm trying to say that i took the execution limitations out of the equation therefore you should take them out of your grading criteria.

Whenever you see dope ideas in the video, give me a point. If all you see is insanely difficult combos but no innovation, then i shouldn't get any credit. That's the essential grading rubric for tool-assisted videos.

All i care about is finding new stuff and redefining boundaries. It's not my fault that the SF community has covered 90% of everything that exists within the practical limitations of human exection. For example, that WW triple Sonic Boom combo took me 3 weeks to develop with tool-assistance, including all of the different variations that i went through before i settled on that one. If i had to do it manually, it might have taken me 3 months before everything fell into place. So that combo would still be shown at Evo2k7, but the whole video would be about 45 seconds long and contain about 4 combos total. That makes it unrealistic to even attempt something of that caliber. But those are the kinds of combos i was interested in for this project so i had to go out and get programmable controllers.

I still don't expect everyone to be cool with tool-assisted videos but you can't please everyone. I'm comfortable with that.

goodm0urning
09-06-2007, 05:37 PM
I have mixed feelings about tool-assisted videos in general. Personally, in order for it to be enjoyable, I like to see the video specifically showcase some of the bizarre things about the game engine--not just glitches, but what the game is capable of when the rules are pushed beyond human limitations.

There is far more than enough worthwhile material in this vid to justify the use of a special controller (the triple sonic boom alone was a jaw dropper for me). I can't say the same for a lot of the tool-assisted vids floating around out there.

noodleman
09-06-2007, 05:44 PM
yea, tool assisted does get a bad rap, but I'm for it. Shows you the type of game play engineering/play testing the developers did imo. Sure the brokeness is in the game, but no one can take advantage of it.

I say kudos for going tool assisted.

SaBrE
09-06-2007, 09:21 PM
it takes a lot of skill to develop combos with programmable pads and such. that shit is not easy. fuck the haters. it still takes a shitton of creativity to make these combos that push the limit of the engine.

when i look at a combo video, when i see something cool, i never go "wow he can do that on a stick?", instead i go "wow, i didnt know that could be done in the game"

the only time where human execution becomes mandatory in a video to be legit is pulling off shit in a match. combo videos are all about creativity, entertainment, and showing viewers things that have never been seen before in whatever game.

now, using emulators and splicing a combo together thru some save state editing, that i dont agree with. never fully getting a combo, instead you just break combos down in parts and save each part and peice em together to give an illusion that its one combo. now that shit is wack, and rather lazy. unless its used to form some kinda neat effect, (like how the changing versions during guile combo) but for regular combo showcase, now thats garbage\

just an IMO

edit: that cvs1 combo trailer was SICK

Maj
09-06-2007, 11:26 PM
Shows you the type of game play engineering/play testing the developers did imo. Sure the brokeness is in the game, but no one can take advantage of it.
I'd love to show this video to the original developers at Capcom, but i'm pretty sure they'd have no idea that 90% of the stuff in my video is even in the game. In fact, i think we crossed that line a long long time ago. I'd say most of the stuff in TZW videos, Tosaka videos, zerokoubou videos, and even a lot of non-combo-videos like the new NKI video is way past the level that the original game developers/testers reached. I'm sure if you showed any modern top-level CvS2 match to the designers of that game, they would have no idea what's going on and no way of reading the players' gameplans.

The second sentence makes a really good point though. Most of the really advanced combos in my video deal with multiple Sonic Booms and stretching charge timing to the max. When a projectile connects in the SF2 series, it slows the game down to half speed. It does this by duplicating every frame for a short period of time. It turns out that every duplicated frame ignores inputs. Which means if you do j.HP, s.HP xx Sonic Boom, F+HP then you only have a 50% chance of that F+HP coming out. Of course you can mash it out and there's a good chance it'll come out. But i've had instances where i'll do the first three hits and hold forward while i mash fierce, and Guile will literally walk all the way up to the opponent and throw them. I mean he'll ignore like 5-8 attempts at backfist and nothing will come out until the opponent has already recovered from hitstun!

So if you factor this into combos that involve 2-3 Sonic Booms, plus charge timing so precise that you need to push the buttons within a 2-frame window for the combo to work, then it becomes totally impractical. You don't have the luxury of mashing on c.LP because if it doesn't come out the first time you press it, then whole rest of the combo will fall apart. Therefore, i've really done nothing to endanger the fairness of match play because there are very good safeguards which prevent these 100% combos from ever becoming realistic.

Saotome Kaneda
09-07-2007, 12:13 AM
Maj - fix the trailer link on your page

nohoho
09-07-2007, 12:50 AM
now, using emulators and splicing a combo together thru some save state editing, that i dont agree with. never fully getting a combo, instead you just break combos down in parts and save each part and peice em together to give an illusion that its one combo. now that shit is wack, and rather lazy. unless its used to form some kinda neat effect, (like how the changing versions during guile combo) but for regular combo showcase, now thats garbage\
Maj did all of the above, didn't he? "[V]arious emulator features..."? I guess I sort of agree with you but for once I think the harsh language is uncalled for. I mean there's no need to be such an asshole about it.

EDIT:
Thinking about it again:
"lazy"? You should fucking apologize, dude.

Maj
09-07-2007, 02:11 AM
Maj - fix the trailer link on your page
Fixed. Thanks for the heads up dude.

Maj did all of the above, didn't he? "[V]arious emulator features..."?
Actually i used a number of different emulators and a number of different tools. The SNES and GBA emulated combos were done using frame advance via the methods utilized by the Tool-Assisted Speedrun community (http://tasvideos.org/UsingEmulatorTools.html). But i doubt anyone cares too deeply about those, especially since there were only a handful of those clips in the video.

Unfortunately i can't go into detail about how i made the arcade game stuff because all of that was made using a modified emulator which my friend is developing. Until it's finished and released, i'm not allowed to share information about it. But when it is released, i would be happy to share the exact input sequences i used to make the combos. Posting them now wouldn't really make much sense anyway, cuz you'd need the program to figure out what the naming conventions mean.

And it's cool, nobody needs to apologize. I'm not offended. Anyway everyone would have to wait until everything was released and revealed before making a final decision about whether they're cool with the methods i used. For now the only things available for discussion are the combos themselves. And i guess you could form an opinion about the SNES/GBA clips but i wouldn't bother cuz those are mostly just filler used either for the sake of completeness or for editing purposes.

SaBrE
09-07-2007, 08:34 AM
nohoho: uhm that part wasnt even into reference to maj. what the hell is your problem? if you cant take a little language, go somewhere else, and try not to use it yourself as well, to not make yourself look contradictory.

im responding to what people thought about tool assisted videos. and i had no gripes. i just dont like when a combo is manipulated using save states and spliced together. for instance, i saw an a3 video from LONG ago. done by some guys in the UK i think. and there was an a-guy combo, really lengthy combo, an extremely impressive combo, btw. but it looks like they were having a hard time getting the combo to work(im guessing). and midway through the combo, you see "save state loaded." so basically what was done, was they did a combo half way, til the part where it was extremely difficult (or maybe not possible at all). then did another combo, did some generic combo to get the combo counter up to the required hits, so when it gets spliced to the first half of the combo, the # of hits will correspond to what is being shown. and it makes me wonder, if that combo was even possible, AT ALL. either that, or they dont have much know how on a program pad or something to program this combo to the frame, to make it work. i dunno. but it gives the viewer the idea that the combo isnt real. and thats where the problems happen.

I DO NOT have a problem using tools where you save state a combo half way thru, and start it up later(and it continues the recording) to continue the combo. cuz when its said and done, the combo is still real in the games engine(when played through again in its entirety). this is totally different to what im talking about above, where you take 2 separate combos, and put em together, to make a FAKE combo. which isnt being done here

maj's combos dont look spliced at all. each combo clip looks "completed" from beginning to end. (atleast im hoping it is =/)

edit:

PS: FUCK SHIT WHORE SLUT! oops guess i have turrets syndrome or something :smile:

dialupsucky
09-07-2007, 10:31 AM
whoa settle down I wasnt trying to hate. I said I liked the video and it was impressive and fun to watch. And thats most important thing. But those kinda controlers make the video feel fake to me thats all. No more no less. Though to say yes, I think you yourself doing the combo is just as impressive as the idea if its some ridiculous combo. Being able to do those hard/random/innovative combos is important as well. shrug Its part of the crazyness of the video when your like not only was the combo random crazy but the fact that the dude did it. Doesnt anyone see some crazy combo ever and they try it themselves and there like damn that combo is hard as fuck. I wonder how long it took him to do it. When you know someone is useing those controlers... It takes away some of the fun, and makes it a litttle fake to me thats all shrug... Personaly I think if the combo can be done by hand, it should be. Even if it takes hours to get it done. If something is realisticly possible to do, even if its fucking retarded to get. Well it should be. Thats all... But whatever the case...


Anyway like I said i enjoyed the video and thats most important thing so good job. I wasnt trying to start a fight or anything shrug...

Maj
09-07-2007, 11:43 AM
maj's combos dont look spliced at all. each combo clip looks "completed" from beginning to end. (atleast im hoping it is =/)
Well, i can say this much: All of the arcade combos used one save state. In a few cases, i used a temporary intermediate save state to test out a few of the combos when a really long setup was involved. For example, when i had to kill two characters in SFTM or when i had to get one character's life down to the last pixel with block damage so that that the "First Attack" message would still come up on the first hit of the combo. But once i got the combo working, i actually went back to the original save state and recorded the whole thing in one shot. The uncompressed version of the last arcade ST clip is taking up 969MB on my computer, and the second SFTM combo is 1.91GB.

The SNES clip was actually recorded in one shot too, because i didn't really know what i was doing back then. I must have pressed that frame advance key like 25,000 times, trying to get everything optimized. The GBA clip did use some rerecording and save state loading features, but that was made like two days before the deadline so i couldn't waste any time. Anyway i have the entire command sequence written down from beginning to end so that one is a legit uncut combo sequence too.

I think i'm safe.

Anyway like I said i enjoyed the video and thats most important thing so good job. I wasnt trying to start a fight or anything shrug...
I didn't think/say that you were. You brought up something that needed to be discussed sooner or later, and i shared my viewpoint to address it. Nothing more to it.

Thanks for your kind words and compliments. I'm glad you liked the video and i definitely sympathize with your reservations.

When you watch a manually executed combo video, you say to yourself, "Man i can't believe i never thought to try that!"

But when you watch a tool-assisted combo video, you say to yourself, "Man i can't believe that's in the game!"

The first option is obviously the more satisfying one.

However, in my defense, if you look at my older videos ... the kinds of combos i tended to do were the impossible one-in-a-thousand type situations anyway. Basically some elaborate setup and some crazy one-frame reversal bullshit, and i would try the same thing with the same timing three hundred times until i got lucky once. For me, because of my style, the line was a lot thinner than it is for a lot of other combo video makers. I really doubt that very many people saw my CvS2 Reversal Combovid (http://sonichurricane.com/media/cvs2reversal.html) and immediately spent an entire weekend trying to recreate that fucked up Rugal setup. I certainly don't feel like i "mastered" that combo. I just knew it would work so i tried it a couple of hundred times until i got lucky once. Crossing over to the tool-assisted method is really not that big of a jump for me.

nohoho
09-07-2007, 12:33 PM
SaBrE - I got no problem with cursing. I thought you were calling Maj's work "lazy garbage" and that pissed me off.

When you watch a manually executed combo video, you say to yourself, "Man i can't believe i never thought to try that!"

But when you watch a tool-assisted combo video, you say to yourself, "Man i can't believe that's in the game!"
This is only if the person making the video has a certain level of sophistication. Amongst those TAS guys it seems like few are sensitive to this distinction. Most cheapen the whole thing as per what dialupsucky's been writing. There's a batch of emulator-jiggered Garou match videos out there that fall into that category. IMO the SF? Guile vid goes above and beyond into, say, Morimoto Gradius (http://video.google.com/videoplay?docid=2972435635020230116) territory.

polarity
09-07-2007, 12:58 PM
I really don't see what's so impressive about seeing something done that's obviously possible, but simply requires crazy good execution, regardless of whether the execution is being done manually or not. That's what I've always liked about Maj's videos - they're full of stuff that stretch the possibilities of the games engines as we know them, not just hard combos. When that's your aim, it really doesn't matter that it hasn't been done manually.

Maj
09-07-2007, 01:31 PM
... Morimoto Gradius (http://video.google.com/videoplay?docid=2972435635020230116) territory.
Haha that video is tight! Heard about it before, but never seen it. My favorite part is how it builds up, cuz for the first 30 seconds i was thinking, "What's so impressive about this? Hm, would i even be able to tell without having played the game before?"

Then he gets into the craziness! Instant smile.

elvis_a_presley
09-08-2007, 03:19 PM
Maybe you've noticed this already, but there are 20 barrels on that stage worth 1,000 points each. The final score is 25,100 points. How did he do it??
Destroying a barrel is worth 1000 points. If the attack doesn't destroy it, you get the points for the attack instead (100 points for a jab, etc).

all of that was made using a modified emulator which my friend is developing. Until it's finished and released, i'm not allowed to share information about it.
Interesting. Looking forward to seeing what comes of that.

Maj
09-08-2007, 08:26 PM
Destroying a barrel is worth 1000 points. If the attack doesn't destroy it, you get the points for the attack instead (100 points for a jab, etc).
Good guess, but no. You get 100 points no matter what, regardless of the strength of the attack. Only 1,100 points out of the extra 5,100 points were obtained by scoring those 100 point bonuses. Where did the other 4,000 come from?

that cvs1 combo trailer was SICK
Since we're talking about it anyway, i may as well go through and point out the stuff in it that's truly innovative.

Ryu, Vice, O.Iori, and Akuma combos use that crazy Vega/Mai setup that was invented for this video. Definitely the most impressive thing about the whole thing, IMO. Ryu and Vice combos are unbelieavably cool whereas i think the O.Iori and Akuma combos are relatively boring.

The first two parts of the Zangief combo are not particularly advanced, but i sure as hell didn't know there were redizzies in this game. Good find.

Terry combo and last part of Zangief combo use a really cool S-Groove trick where they kara-cancel a chained light attack into meter charge. For example, Gief does c.LP -> whiff c.LP xx meter charge, s.MP which links because the kara-cancel makes the first c.LP recover faster than it usually does. However, this technique first surfaced in the first full-length Harvest video by Sai-Rec, except that they were using it to interrupt Morrigan's chains. Anyway this trick is difficult to spot but it requres less than full S-Groove meter so if you see C-Groove being used or if the S-Groove meter is full, then you can rule it out.

Kyo combo uses a similar trick, except the last s.LP is chained into a whiff jab which is kara-canceled a roll which is kara-canceled into Kyo's lvl3 Orochinagi. The roll lets him gain a little ground to get within lvl3 super range.

Cammy, Terry, Raiden, Yamazaki, and E.Ryu combos use a cool setup where Zangief rolls behind a character and uses his c.HP to get hit by some backwards-facing attack. This avoids pushback and creates a pretty cool midscreen meaty link combo opportunity.

Raiden and Yamazaki combos both use a whiff 720 cancel trick which has been known for a while, although it's surprising that it works for Yamazaki whose super does not recover particularly quickly.

Honda, Balrog, Sakura, Vega, Kim, and Joe combos aren't groundbreaking technically, but they are all hella stylish. Especially the Vega combo.

Ken, Chun Li, Bison, King, Morrigan, and Nakoruru combos would have been cool if this was a video made in the first couple of months after CvS1 was released, but at this point they're standard vanilla juggles.

Sagat combo isn't technically groundbreaking either, but it's cool that he found the spacing to make the first super connect as late as it does, so that he can land in time to juggle with the lvl2.

The setup for the Iori combo is not bad, but the combo itself was discovered a long, long time ago using CvS2 EX/S-Groove so he knew what to look for to make it work in CvSPro. Still doesn't make sense that it works though. Not all glitches are explicable, i guess.

Dhalsim combo is awesome because that jab hits meaty. He does it early so that the flame pushes the opponent into the jab, which lets him link the short slide afterwards. Pretty creative.

Blanka and Rugal combos are almost identical copies of combos found in Sai-Rec CvS2 combo videos.

Guile combo is an almost identical copy of the CvS1 combo in my CvS2 Guile Addendum vid (http://sonichurricane.com/media/cvs2guileadd.html) and the Ryo combo is an almost identical copy of the one in my CvS2 Reversal Combos vid (http://sonichurricane.com/media/cvs2reversal.html).

Yuri infinite combo was discovered within the first week of CvSPro's release by Mike Z, i think. Benimaru combo is pretty generic except for a glitch that jchensor explained in a video a long time ago.

Geese combo is pointless. The setup accomplishes nothing as far as i can tell.

Did i miss anyone?

Adding them all up, i'd say the majority of this video is new or at least stylish, so i dig it.

elvis_a_presley
09-08-2007, 09:59 PM
Good guess, but no. You get 100 points no matter what, regardless of the strength of the attack. Only 1,100 points out of the extra 5,100 points were obtained by scoring those 100 point bonuses. Where did the other 4,000 come from?
Just watched the video closely again, and it seems that he lands 2 hits simultaneously on the barrels at certain points (sonic boom + jumping roundhouse hitting at exactly the same frame), getting 1000 points per attack (2000 total) despite only hitting 1 barrel???

Then again with a sonic boom + jab just after. That's all I could make out, but I'm guessing there's 2 others in there somewhere.

Or am I smoking crack?

[edit] Saw one other sonic boom + jab. The only other place where 2000 points appear instead of 1000 is a crouching medium punch cancelled into flash kick, but I don't understand why.

Desk
09-09-2007, 02:52 PM
To respond to sabres post about that random vid with 'save states' or whatever. If It was made by who I think it was made by there's no way he'd have done that. Here's how I think it went. When you record a series of inputs in an emulator and then play them back. You'd be surprised how often (particularly with 1-frame links and stuff) the thing you recorded isn't reproduced. There's an unavoidable element of randomness in some games combined with the fact that if the emu is knocked out of sync even slightly, the combo will fail. I'd have to guess that they just started recording from different sections of the same combo and not just doing a random combo to get the counter up and cheating. I could be completely wrong but just thought I'd point that out regarding emulator recordings

Maj
09-09-2007, 04:51 PM
Just watched the video closely again, and it seems that he lands 2 hits simultaneously on the barrels at certain points (sonic boom + jumping roundhouse hitting at exactly the same frame), getting 1000 points per attack (2000 total) despite only hitting 1 barrel???
Yup. When two attacks simultaneously break a barrel, the game gives you 1,000 points for each. Guile can take advanage of this cuz his Sonic Boom recovery is faster than any other projectile's, but it's still difficult to set up.

The second barrel is hit by j.HK + Sonic Boom while the the third, ninth, and nineteenth barrels are hit by s.LP + Sonic Boom.

The only other place where 2000 points appear instead of 1000 is a crouching medium punch cancelled into flash kick, but I don't understand why.
If you're referring to the fourth and fifth barrels, that's because the Sonic Boom breaks the fourth barrel at the same time as the c.LP connects against the fifth barrel. But this plays out as expected, with 1,000 points from the fourth barrel, 100 points from the c.LP against the fifth barrel, and then 1,000 from the Flash Kick breaking the fifth barrel.

jchensor
09-13-2007, 01:58 PM
My take on the whole Programmable controller thing is this: don't use it as a crutch or just 'cause you are lazy. If you use it simply because you don't want to spend an hour on a perfectly performable combo, it's not good enough. It'll probably take you an hour to program anyhow! It has to be a Combo that is so full of stupidly random pieces that trying to perform it manually will cause your hands to fall off or cause you to kill your pets from total utter frustration. There was one Combo I recently tried to do that required two 2-frame-window links and one 1-frame-window link in the same Combo. And the 2 2-frame window links involved a lot of effort to even just get to the point where you could attempt it. And the section right before thw 1-frame-window link had a part that I had to time perfectly to get all the hits from the move I just performed. There was so many random variables involved in that combo that it drove me maaaaaaad, so I just used a programmable controller afterwards.

I also used the programmable stick for another combo that I DID get lazy on. But afterwards, I felt so bad that I went back and really learned how to do the combo manually, like the old days (lol) and it felt really good when I finally pulled it off, even if it WAS "random" when I got it to work, like Maj said. There was one slightly hard part and the one really hard part. And just getting past the really hard part the one time is all I needed. So in the end, I'm glad I went back and did it manually. Something like that doesn't warrant a Programmable Controller and you get a whole lot of satisfaction out of performing it manually.

- James
http://jchensor.blogspot.com

Saotome Kaneda
09-13-2007, 05:53 PM
maj vs jchen on the big screen @ Evo World

bet it

excuses for not having a vid this year
- James
http://jchensor.blogspot.com

So you just let Maj win? Bullshit, I want my money back. That shit woulda been EPIC.

Maj
09-13-2007, 06:17 PM
Yeah man, i don't know if you know exactly what you're getting into here, maybe you do, but just in case you don't ...

Messing with Salty Chen is not the best idea, or really the safest idea, you know in terms of your continued health. So personally i wouldn't recommend it, but hey it's your call.

Saotome Kaneda
09-13-2007, 06:39 PM
Yeah man, i don't know if you know exactly what you're getting into here, maybe you do, but just in case you don't ...

Messing with Salty Chen is not the best idea, or really the safest idea, you know in terms of your continued health. So personally i wouldn't recommend it, but hey it's your call.
Not my battle, you'd have to deal with him. =p All it'd take is a few choice edited posts, and a completely BSed youtube vid to get that THE Maj vs. Salty Chen beef money match going like <insert Marvel Beef Thread here>.

Maj
09-13-2007, 07:42 PM
Wowsers, straight up Scan tactics! Instigate xx tag out.


Combo Transcript/Guide:
For most people instigation is a super move, so if someone parries then they get owned up. But for certain top tier individuals, instigation is a normal move which means they can cancel into a safe super such as: Instigation xx /mode +m or Instigation xx /mode +b xx /kick. They can also hit confirm cancel into more damage, such as: Instigation xx post AIM log xx bribe Wizard with McRibs.

For those of you who are new to SRK, here are some warning signs to help you bail out before it gets crazy. Watch out for the following words and phrases:
- money
- beef
- epic
- hype
- hype beef money match thread
- du ma
- Marvel

Also if you hear what sounds like a cup of tokens hitting the floor, get under a table and cover your head cuz somebody (named Watson) is about to throw a metal chair.

Saotome Kaneda
09-13-2007, 09:06 PM
too good

wow. I'm fuckin crying over here lmao

Sabin
09-13-2007, 09:10 PM
damn kaneda linked me to this and i was looking for DAT BEEF between Maj and Jchen. :sad:

get antihype

goodm0urning
09-13-2007, 11:00 PM
- money
- beef
- epic
- hype
- hype beef money match thread
- du ma
- MarvelI was wondering why all my searches were taking me to this thread. And now I know why.

Maj
09-15-2007, 02:36 AM
So, ... i'm a little hesitant to ask this but i figure what the hell ...

What did you guys think of the hip hop track playing through the intro?

eks
09-15-2007, 02:45 AM
not bad... needed to be mixed better, felt a little bit out of place, but as a song on its own, not bad

Magnetro
09-15-2007, 04:55 AM
So, ... i'm a little hesitant to ask this but i figure what the hell ...

What did you guys think of the hip hop track playing through the intro?

Hated it. :D... I agree with eKin, it was way out of place.

Maj
09-16-2007, 02:59 AM
not bad... needed to be mixed better, felt a little bit out of place, but as a song on its own, not bad

Cool, thanks for the honest feedback. What made it seem out of place? That it was a hip hop track in a combo video?

Cuz i thought i'd give it a try, even though hip hop is really difficult to mesh with game sounds. Of course the easiest stuff to use in a combo video is instrumental techno or melodic rock music, and some dude talking on top of a beat is basically the opposite of that.

But i think it could work if you balance it right, and i'm actually happier with way that track meshed with the intro than i am with the rest of the music in the whole video. Also i was going to include an RJD2 track (Chicken-Bone Circuit) for one of the combo segments but i couldn't get it to sound clear enough without making it way too loud.

The mixing part ... yeah, you're right. Though i think it turned out pretty good for the two days they had to put together. Less than 8 hours if you just count the free time they had to spend on it. Any specific advice or anything you'd do different?

I was hoping more people would comment on it so i'd have something to tell 'em. Since the video premiered, nobody has said anything one way or the other.

eks
09-16-2007, 03:44 AM
nah, i think it was just the mood of the song was too strong for the video. i guess i kinda do have a problem with hiphop in videos though, because its way more in your face and doesnt leave room for evoking mood like other music does (i really loved the rest of music you chose, i like stuff like that). any specific advice, not really, i can't really fault people for having bad mixing, as unless you're a sound engineer or have access to one, it's pretty difficult (and it really shouldn't necessarily be the job of the beatmaker or emcee).. if they could hook up with an engineer, just that added clarity to the sound would take them far imo

SaBrE
09-16-2007, 09:33 AM
yeah the beginning music was kinda out of place, but i still like the song. all the other music was so spot on! especially the 2nd track where the combos actually started. all eerie sounding, mixed really well with the game sound and the mood of what was going on and the galaxy background. i thought that was awesome

Maj
09-17-2007, 12:46 AM
Hm, interesting. I'll let 'em know what you guys said. Thanks.

When i was picking songs for the video, i went through a whole pile of random stuff across just about every genre there is. Dunno if i got lucky or what, but that Red Stars Theory song worked out the best by far - the one that you liked Sabre. So i just went with that and picked other songs of a similar theme.

What i like most about the music selection is that the Red Stars Theory track gets gradually more spooky, but then the very next track is a lot more reassuring. So the Intermission section is a break from the intense combos and from the creepy music too. Then the CvS section picks up on a more upbeat rock/instrumental track, which carries the video through to the weird SFTM/SvCC freakshow. Classic Guile theme wraps up the video and we're out.

But i think the intro track really makes the whole thing work because it's intense right off the bat. I'm a huge fan of chill music but if it slows down your heartbeat enough then you'll just start daydreaming. So i totally dig the fact that the intro track is "in your face." I mean without that track being there, i'm sure every single person who watched the video twice in a row would fall asleep. The way it is, you can watch it again and the intro will wake you up. Or just watch the intro again to wake you up then stop the video and go on about your business. That's what i ended up doing most of the time.

Btw i'm totally aware that i'm overthinking all of this. Music is a big deal to me so i'm just trying to figure out how to get better at making these decisions.

eks
09-17-2007, 03:35 AM
dude, i've had hella public screenings of the video for the aus community, and the ill sound effects are enough to keep everyone interested. especially the SFTM ones hahahah

Maj
09-17-2007, 12:41 PM
Public screenings? Damn, really? Thanks dude! I really appreciate it even though you're probably referring to making all your 8-year-old cousins watch it on your notebook computer during someone's birthday party. In which case "the ill sound effects" is your voice telling em they can't have cake until the video is done? Children are the future, that's a fact. Gotta educate em early so they never end up wearing Madden and Halo t-shirts.

Maj
09-26-2007, 04:41 PM
Ok what the hell. Over the last two days like 7 different people have given me positive rep via the post above this one. By now this thread is on page three of the FGD index. Page THREE!! How are you people even seeing it?

Lemme break it down for you. Page one represents "Hm, i guess this is news." Page two means "I remember my dad talking about that thread." Page three is "My grandpa died fighting in that flame war and he never wrote my grandma any letters so I have no idea who's telling this story because I sure as hell couldn't possibly know it even existed." Seriously, double ewe - tee - eff. This isn't Back to the Future. Chill out with the time travel Marty.

The other weird thing is, if people are repping me cuz of that post, how come nobody is actually responding in the thread? Is the rep system like SRK's equivalent to writing secret notes in class and/or leaving poems in other people's lockers? Someone please explain it to me.

Great posts guys kthxbye! -Maj

P.S. Not hating.

TS
09-26-2007, 05:13 PM
Re: Intro music
I liked it, but it was definitely odd. I feel like the vocal was too loud and the background music not quite loud enough.

Maj
12-10-2007, 12:56 PM
Sorry for lagging so much with this, but those lazy bums (http://83till.com) finally uploaded that track.

Maj
05-07-2008, 04:01 PM
Again, sorry it took so long but i finally wrote an article that explains some of the charge tricks used in the video:

SF Charge Conventions (http://sonichurricane.com/articles/sfcharge.html)

It covers all the basics but i left out a lot of subtle tricks cuz i didn't want to get too specific/confusing.

Bob Sagat
05-07-2008, 04:36 PM
Hey Maj, I was giving my roommate some of my movies off of my external HD and he saw the Guile exhibition on it as well. He's not a gamer, let alone a fighting game fan, but he checked it out and watched the whole thing right there. Awesome stuff!:tup:

Maj
05-08-2008, 09:11 AM
That is really cool. Thank you for taking that gamble and showing my video to someone who never would have seen it otherwise. I'm thrilled to hear that he liked it.

Maj
10-20-2008, 04:30 PM
Back on August 11th, burningfist uploaded the Evo2k7 Edition (http://www.youtube.com/watch?v=kJMrwiSImEc) onto u2b in one piece. He's got a fancy old acount which still has "the dumb extra stuff you aren't supposed to be able to do" such as uploading videos over 10 minutes long. Since then 3,676 people have watched it and 49 of them think that it's within 10% of perfection, on average. Or whatever.

Yes, yes, very exciting fake news. Someone make a (single) post so we can turn the page plz.

Maj
10-20-2008, 04:45 PM
Come on man, it's been 15 minutes. Ah nevermind, i'll do it myself.

Maj
10-20-2008, 04:47 PM
Alright, this is long, long, long overdue but i announced my commitment to explain this damn video back when i released the trailer. Unfortunately i may never have the time to produce the comprehensive transcript i had originally envisioned. Not necessarily a bad thing, considering no one cares nearly enough to want to read that particular hypothetical novel. In lieu of that monstrosity, here's the bare bones version of what went down.

Every computer program ultimately boils down to math, but nobody really thinks in mathematical terms when piecing together Ryu combos or Chun Li combos. On the other hand, everything about Guile is explicitly mathematical so if you enjoy math even a little bit, you'll enjoy Guile combos a lot more.

Street Fighter 2: World Warrior (1:48 - 3:13)

(2:00) Guile vs E.Honda - Why shouldn't this combo be possible?
CPS1 chains require switching between high and low attacks (or vice versa), so chaining c.LK to c.LP or s.LK to s.LP should be impossible.

How was that restriction bypassed?
Turning around during a chain cancel nullifies many of the usual limitations, including the high/low alternating requirement. In the s.LK to s.LP case, Guile actually CPS1 chains the s.LK to c.LP which whiffs, then immediately chains that to s.LP, which connects due to the extended range of WW Guile's far standing jabs.

(2:12) Guile vs Balrog - What makes this combo cool?
WW Guile's F/B+MK knee doesn't travel forward but it does produce tons of frame advantage. CPS1 Rog is actually fat enough to get hit by the HP Sonic Boom after all that.

(2:25) Guile vs Dhalsim - Why shouldn't this combo be possible?
Clearly the s.LK to c.MK piece stands out, because those two attacks don't link and they certainly shouldn't chain. There shouldn't be enough charge time to perform that final Flash Kick either.

How were those restrictions bypassed?
Most of WW Guile's glitches result from kara-canceling normal moves into specials. For whatever reason, performing a CPS1 chain and kara-canceling the resulting punch attack into Flash Kick (on the very next frame) instantly transforms the punch into its corresponding kick. Only Guile has this ability, probably because he's the only WW cast member who absolutely can not cancel chained attacks into special moves. The OTG Magic Throw doubles as a setup for Guile's Free Flash Kick Glitch, which enables both the s.LK to c.MK chain as well as the uncharged Flash Kick ender.

(2:38) Guile vs Vega - Why shouldn't this combo be possible?
Again, s.LK should not combo into c.HK by link or chain. Furthermore, the second hit of the c.HK should not connect.

How were those restrictions bypassed?
See above for the explanation to the s.LK to c.HK chain. When WW Vega gets knocked down while dizzy, he becomes susceptible to OTG attacks, as demonstrated by TZW ages ago. The corner prevents Vega from floating up too high after the initial c.HK knockdown.

(2:50) Guile vs Zangief - Why shouldn't this combo be possible?
Yet again, c.LK should not combo into c.MK by link or chain.

How was that restriction bypassed?
Combining two of the concepts explained above, Guile cancels c.LK into c.MP by starting off facing away, then converts the c.MP into c.MK using the Flash Kick kara-cancel method. Since setting up the Free Flash Kick Glitch requires Guile's F/B+MP throw, it doesn't come into play here - the c.MP to c.MK conversion is performed using a normally charged Flash Kick. That means there are two entire Flash Kick charges integrated into that brief sequence. It's literally got to be frame-perfect or something will fail to combo.

(3:01) Guile vs Zangief - Why shouldn't this combo be possible?
Three Sonic Booms and a Flash Kick with nothing inbetween? Come on now.

How did i make it work?
In WW, there's an infamous 1/512 chance (http://sonichurricane.com/articles/sf2randomness.html) that pressing any button will give you in a special move without any joystick movement. The first LP Sonic Boom is all sorts of meaty, which gives Guile plenty of time to link a second LP Sonic Boom. The third Sonic Boom is performed as a 1/512 special without charging. Instead, the opportunity is used to charge for a Flash Kick. If you hold DB the entire time Guile is performing the Sonic Boom, the game starts letting you charge for a Flash Kick slightly before it lets you charge for another Sonic Boom. Unfortunately, a fourth Sonic Boom would have been blockable. If you're wondering why Guile walks so far forward before the Flash Kick, you can easily do that (to varying degrees) even without tool assistance due to Street Fighter's lenience with input timing.

Street Fighter 2: Champion Edition (3:14 - 4:12)

(3:22) Guile vs Vega - What makes this combo cool?
Guile links two c.HK sweeps! When Vega initiates his Flying Barcelona Attack a full screen away from the wall he's trying to reach, he flies at top speed to cover that distance quickly. Once Guile jumps in the way, Vega's velocity carries both of them way ahead of the LP Sonic Boom. Since the second hit of Guile's first c.HK connects simultaneously with the Sonic Boom, its knockdown effect is neutralized. By the way, that meaty c.HP to s.HP combo is a one-frame link.

(3:41) Guile vs Dhalsim - What makes this combo cool?
As everyone knows by now, CE Dhalsim's non-knockdown air reel animation contains a few vulnerable frames, making Champion Edition the first Street Fighter game in history to contain juggle combos. In the SF2 series, every time a character touches the corner wall during air reel, they freeze briefly before continuing their fall. This keeps Sim in the air for a long time, thereby granting Guile a lot of extra recovery time too. The quadruple Sonic Boom combo is nothing special from a charge perspective, but it's incredibly rare for Sim to last that long without getting redizzied. Unfortunately there's no trick to it - only repetition, patience, and luck.

(3:56) Guile vs Dhalsim - Why shouldn't this combo be possible?
Special moves knock down when they hit someone out of the air, and Dhalsim's knockdown animation is completely free of vulnerable frames.

How was that restriction bypassed?
Simultaneously hitting airborne Dhalsim's j.D+HP drill with LP Sonic Boom and s.LP nullifies the knockdown property of the Sonic Boom, allowing Guile to continue hurting Sim by jump-canceling that jab. The entire sequence following the dizzy is one or two frames away from needing to be frame-perfect for the charge timing to pan out.

Street Fighter 2: Hyper Fighting (4:12 - 5:02)

(4:21) Guile vs Chun Li - What makes this combo cool?
Midscreen dizzy combo consisting of kicks only, containing no specials. Wasn't easy finishing off Chun Li either. She is tiny and enjoys denying combos.

(4:34) Guile vs Balrog - What makes this combo cool?
Midscreen combo containing a Sonic Boom and a Flash Kick, using a TAP meaty setup to boot, breaking both of Bison's statues in the process, and getting both hits out of Guile's HK Flash Kick twice. Oh, and j.LK doesn't become a crossup until ST either.

(4:49) Guile vs Dhalsim - Why shouldn't this combo be possible?
Sonic Boom directly followed by Flash Kick with no charge fillers inbetween? Plus, Sonic Boom has too much startup to combo after renda-kara-cancels.

How did i make it work?
This isn't gonna be easy to explain. HF Guile's s.LK is not cancelable into special moves. Tap F then hold D four frames before CPS1 canceling the s.LK into c.LP and hold LP. Two frames later the c.LP connects - release LP to complete the Sonic Boom command. Essentially you begin pre-charging D for the Flash Kick seven frames earlier with this method than you could otherwise. Everything has to be frame-perfect for this to work HF, but it's slightly more lenient in SSF2/ST for whatever reason, possibly because nothing is worse than HF frame-skipping. Of course, you gotta find some other uncancelable chain because CPS1 chains don't work after HF. As for the renda-kara-canceling problem, it's actually only one frame away from comboing and the SF2 series gives you one extra frame of advantage on the first hit of a combo, but it won't work mid-combo. Overall, probably my favorite combo in the video.

more coming soon ...

Maj
10-20-2008, 04:48 PM
Super Street Fighter 2 (5:03 - 5:59)

(5:11) Guile vs Vega - What's cool about this combo?
Three jump attacks in one combo! CPS2 Vega maintains a lower altitutude while trying to reach the wall than CPS1 Vega does, so Guile actually gets propelled across like 3/4 of an entire stage in just over a second. Couple of well timed jump-cancels later we get the third jump attack, followed by two more jump attacks after the dizzy. Slow motion air hopkicks are dope too.

(5:27) Guile vs Sagat - Why shouldn't this combo be possible?
Sonic Boom followed by Flash Kick with no crouching normal moves inbetween to buy extra charge time.

How was that restriction bypassed?
Same basic concept as the final HF combo, except instead of using HF Guile's uncancelable s.LK, SSF2 Guile chains together two standing jabs which makes the second s.LP uncancelable into specials. Guile is able to take a step forward before pressing s.HP because s.HP has less startup than Flash Kick. The second combo works because the spacing allows the LP Sonic Boom to travel as long as possible, connecting on Sagat's last frame of hit stun and giving Guile a ton of extra charge time.

(5:41) Guile vs Zangief - What's cool about this combo?
All three of Guile's crouching punches in the first combo, followed by a fifteen hit combo featuring four Sonic Booms, a Flash Kick, and no multi-hit attacks. Otherwise it's pretty boring - simply an optimization of an old standard combo.

Super Street Fighter 2 Turbo (6:00 - 7:42)

(6:13) O.Guile vs Zangief - What's cool about this combo?
Two whiff B+MK knees in one combo, two whiff jabs in one clip, along with a veritable army of Sonic Booms. First half is my remake variation of zerokoubou's brilliant 4SB+FK combo (http://page.freett.com/zerokoubou/movie_text.htm#vol7). Second half is basically the last CE combo using different buttons and ending differently.

(6:29) O.Guile vs T.Hawk - What's cool about this combo?
You don't see T.Hawk's wacky c.MP vulnerable hit box used as a combo setup too often. I tried to incorporate a third jump attack, but T.Hawk's crappy backward jump makes it impossible for Guile to get much closer to the Sonic Boom, plus avoiding dizzy is difficult. Last combo is a one-frame link and only works on really fat characters because the c.HP pushback takes Guile out of s.HP range on the very next frame.

(6:42) N.Guile vs E.Honda - Why shouldn't this combo be possible?
Guile's c.LK isn't cancelable into special moves and renda-kara-canceling into Sonic Boom mid-combo is supposed to be blockable.

How did i make it work?
Normally renda-kara-canceling costs at least one more frame than standard normal-to-special canceling because you have to wait for hit impact freeze to end, then chain into another light attack, then kara-cancel that light attack into a special. However in this case, the backwards c.LK whiffs completely. It simply won't hit E.Honda until i press s.LK to turn Guile around. But instead of forgetting about the c.LK when he turns around, Guile turns around with the c.LK still active. It connects then auto-chains into s.LK, which you never see because i perform the Sonic Boom command immediately after s.LK is pressed. In fact, the s.LK never even appears for the one frame you normally see before it gets kara-canceled into a special move. Consequently, we have a renda-kara-cancel that looks and behaves exactly like a standard normal-to-special cancel. You can even see Guile earn meter for the Sonic Boom way before the Sonic Boom animation takes place, which is what always happens when you cancel a normal move into a special. The added benefit is that Guile can begin pre-charging during hit impact freeze which is normally impossible with renda-kara-cancels, which explains the fast charging for the second Sonic Boom. The second combo is cool because it contains two F+MK hopkicks, but there's no trick to it apart from very accurate charge timing.

(6:53) N.Guile vs Blanka - Why shouldn't this combo be possible?
Nobody's canceled into super mid-combo. Whenever you see it in combo videos, it's always done using a light attack renda-kara-cancel.

How was that restriction bypassed?
First off, the cool thing about the initial combo is that it contains two Sonic Booms connecting midscreen. It only works if the last normal move is a hard attack because Blanka's hit stun hitbox is all sorts of slippery. He can block a Sonic Boom following a forward-facing medium attack, and it's incredibly rare for him to get hit by those first four attacks without getting dizzy. Again, patience and luck. As for the second combo, there's really nothing to point out except for charge precision saving the day. It's always been possible, but between the frame-skipping, projectile impact slowdown, and unforgiving timing, it's not surprising that nobody's ever done it before.

(7:04) N.Guile vs Fei Long - What's cool about this combo?
Features a classic nostalgic projectile setup, plus requires mid-air charge direction switching for the Sonic Boom after the crossup. Also it ends with N.Guile's goofy new s.HP attack.

(7:17) N.Guile vs Vega - What's cool about this combo?
Nobody's ever done a 100% damage non-dizzy Guile combo in ST. The trick is using as many c.LK's as possible because they cause a ton of damage. Unfortunately they've also got a ton of startup and aren't cancelable into specials/supers, so only two of them can go before a super if you want all six hits. That's where the Vega setup comes in handy. Still, it's incredibly rare to avoid dizzying Vega too early and to inflict enough damage in the process. Most of the time he survived by one or two lifebar pixels. As everyone knows, the SF2 series randomizes damage within set boundaries, so i'm not exactly sure how many of the attacks are doing maximum damage here, but i'm sure it's quite a few. Also, i made Vega block some attacks before the clip to knock his claw off during the combo. But i verified that it's not a factor in damage by getting the same combo to kill him without touching him beforehand.

(7:28) N.Guile vs Guile - Why shouldn't this combo be possible?
Sonic Boom followed by Double Somersault Kick with no crouching normal moves inbetween to buy extra charge time.

How was that restriction bypassed?
Same basic concept as the second SSF2 combo, except with a super finish. The very first c.LK to c.MP link works because the opponent lands on the c.LK, making it meaty. The whole time expiration setup was used to prevent the opponent from dying so that the super could continue hitting. It's definitely a combo because you can see the first hit of the super draining the opponent's vitality before time runs out.

Super Street Fighter 2 Turbo (PSX SF Collection) (7:43 - 8:14)

(7:54) O.Guile vs Zangief - What's cool about this combo?
For whatever reason, Guile can perform CPS1 chains in this console version of ST. The combo wouldn't have been possible in any of the actual CPS1 games because there's no way any opponent could have lasted that long without getting dizzy. Anyway i like this combo; it has a cool beat.

(8:05) N.Guile vs E.Honda - Why shouldn't this combo be possible?
CPS1 chains and canceling chained normal moves both demand alternating between high and low attacks.

How were those restrictions bypassed?
Again, turning around in the middle of a chain lifts a lot of the usual restrictions. Arcade ST Guile doesn't have access to CPS1 chains, but even he can do backwards s.LK -> s.LK xx Double Somersault Kick. Of course, performing the super after two standing attacks requires spreading out the super move command almost as much as possible, but that's an old charge trick (http://sonichurricane.com/articles/sfcharge.html) that's been around at least as long as Sai-Rec.

more on the way ...

Maj
10-20-2008, 04:49 PM
Bonus Stage Intermission (8:16 - 10:34)

(8:20) HF Guile/Guile vs car - What makes this sequence cool?
Lots of little things, like jumping onto and falling off the edge of the car, performing six Sonic Booms using five different methods including one that involves trading upside-down kicks, and destroying the car in the middle of a c.LP xx Flash Kick cancel so that the Flash Kick whiffs after the announcer declares the round over. Several of the unconventional turnaround chain combos unveiled earlier in the video are utilized throughout the intermission segment, since bonus stages allow characters to change orientation at will.

(8:35) WW Guile vs barrels and Blanka - What makes this sequence cool?
Blanka is not only thrown as a projectile to break the final barrel, but his constant attack cycle is used to force Guile into blocking position, which prevents him from turning around and permits him to charge for a Sonic Boom. Also, Guile earns an extra 5100 points by breaking four barrels with a simultaneous projectile and normal attack pairing, claiming double credit each time.

(9:10) SNES WW Guile vs brick wall - Is this sequence cool?
This version is actually kind of boring. Its sole highlight is watching Guile climb over the central pillar without ever actually jumping. The purpose of the last eight seconds was to demonstrate the changes made to Guile's arsenal in the SNES version of SF2WW - his c.LP looks like a sped up version of his c.MP and his close s.MP looks like a slowed down version of his far s.LP attack. Mildly amusing, but certainly not worth eight seconds.

(9:36) CE Guile/Guile vs oil drums - What's cool about this sequence?
Beating the stage in four seconds is kinda cool. Both Guiles obtaining identical bonus scores without mirroring the same exact attack pattern is cooler.

(9:47) HF Guile vs oil drums - What's cool about this sequence?
Guile performs a ground-level HK Flash Kick by walking under an improvised ceiling of his own creation. The last two-hit HK Flash Kick connects in an unusual way as well.

(9:57) CE Guile vs M.Bison on car stage - What's cool about these combos?
First combo contains three backwards facing attacks which couldn't happen outside of bonus stages, with characters automatically turning around. Second combo contains thirteen jabs, which wouldn't be possible without the car limiting pushback. Third combo is an assortment of links and CPS1 chains. Fourth combo features every normal move button pressed exactly once, capped off by a Flash Kick. Fifth combo contains a Sonic Boom, which is a little tricky to pull off on bonus stages. Then Guile cancels s.LK into a turnaround B+HP throw, which works because obviously kicking the car doesn't put Bison in hit stun. Finally Guile defies the timer expiration by changing directions every time he jumps. That could have gone on indefinitely and there's nothing Bison could have done about it, but i stopped after a few reps - once i figured it was getting old.

more later ...

Maj
10-20-2008, 04:50 PM
Capcom vs SNK (10:40 - 11:23)

(10:45) S-EX.Guile vs Kim - What makes this combo cool?
Before the B+HP air throw demonstration, Guile starts off a quick combo by chain canceling c.LK into s.LK which is then kara-canceled into SNK-Groove meter charge for a split second. All of this is done to shorten the c.LK recovery enough for c.HP to link.

(10:50) S-Guile vs Yamazaki - What makes this combo cool?
Guile performs five lvl1 supers and a lvl3 super, totalling eight levels of super meter spent in one combo. There's also a dash into super at the beginning, performed by quickly executing the dash and then slowly completing the remaining command inputs. At the end of the combo, Guile ends up in the corner briefly facing away from Yamazaki, so he gets to do some fancy-looking dashing to escape.

(11:07) S-Guile vs Vice - What makes this combo cool?
Nobody has done a 100% damage Guile combo in CvS1 before. The LP Sonic Boom neutralizes the pushback from the s.HP, thereby allowing for the entire c.HP xx lvl3 Total Wipeout to connect. Also it's important to avoid using light attacks because they inflict very little damage while increasing the combo counter and inviting a lot of damage reduction in the process. Since Guile slides into the corner after the lvl1 Total Wipeout, he has to change charge directions mid-way through recovery in order to execute the lvl1 Somerault Strike.

Capcom vs SNK 2 (11:24 - 12:15)

(11:36) A-Guile vs Dhalsim - What makes this combo cool?
Guile actually has to take a step backward in order to keep his first s.HP from whiffing over Dhalsim's s.HP since Sim leans so far forward. Kattobi canceling s.HK into CC also looks cool, as does B+HP air throwing dizzy Dhalsim.

(11:45) S-Guile vs Rolento - What makes this combo cool?
All three Guile supers in one combo! I'd had this idea for a while to juggle with S-Guile's lvl3 Sonic Hurricane midscreen, but the timing on the entire sequence is airtight so it took me a while to get around to trying it. Gotta switch charge directions mid-air in order to execute the lvl1 Total Wipeout after the crossup, too.

(11:58) N-Guile vs Kyosuke - What makes this combo cool?
Kyosuke running backwards (http://sonichurricane.com/notebook/cvs2reverserun01.html), Guile using only standing punches throughout the combo - including all three of his standing fierces, and ending the combo with a Finest KO Sonic Hurricane. Of course, let's not forget doing a 100% damage combo against a generic 70-point stun character instead of killing poor Rolento like everyone else does.

Capcom Fighting Evolution (12:16 - 12:58)

(12:26) Guile vs Karin - What makes this combo cool?
Everyone juggles Karin after Guile's F+HK air throw because the charging is much easier. With the B+HP air throw, Guile has to charge before and during the air throw so that he can complete the command as the animation finishes.

(12:33) Guile vs Chun Li - Why shouldn't this combo be possible?
Guile directly links together two Sonic Booms with nothing in the middle to buy extra charge time.

How was that problem solved?
It was designed around an advanced charge trick discovered by 538/kysg (http://page.freett.com/538/cfjvid.html). Having Chun parry Guile's s.MP before he cancels it into Sonic Boom freezes Guile in s.MP animation for a noticeably long period, giving him more time to recharge for the second Sonic Boom before the first Sonic Boom is allowed to come out. Additionally, Chun Li's EX Kikoken has a couple of invincible startup frames which make the first Sonic Boom meaty, along with providing extra frame advantage via counterhit.

(12:41) Guile vs Urien - What makes this combo cool?
How could i pass up the opportunity to perform Guile combos using Aegis Reflector setups? The reflected Sonic Boom causes as much hit stun as the one that hits Urien. More, in fact, because of the counterhit. Guile makes up the difference by putting some distance between himself and Urien, allowing his LP Sonic Boom to travel for a while before making contact. Staying close isn't a concern because the reflected Sonic Boom will provide a big refund. Admittedly, this setup would be a little cooler with someone like Rose, who normally doesn't receive any frame advantage from her projectile attacks. Still, it ends up doing 100% damage, plus i get to show Guile's vertical j.HP in a combo.

getting closer to the finish line ...

Maj
10-20-2008, 04:50 PM
Street Fighter: The Movie (The Game) (13:04 - 15:06)

(13:16) Guile vs Vega - What's cool about this combo?
Van Guile's launcher hits Vega's invulnerable super, so instead of Vega taking damage, the game decides to store that hit until the next time Guile attacks. When Guile performs his Interrupt (aka Alpha Counter), Vega actually gets hit twice and floats higher as a result. Most of what follows is fairly straightforward, except that dizzying the opponent with an air throw and then killing him in one combo without letting him recover seems to cause a death glitch. Vega instantly becomes a floating invulnerable corpse, instead of getting hit by the rest of Guile's super and falling to the ground as expected.

(13:39) Guile vs Akuma - Why shouldn't this combo be possible?
Um, for one thing, the combo continues for 52 seconds after Akuma dies. There's also some charge partitioning along with a few illegal air chains.

How were those restrictions bypassed?
Guile's Handcuffs render the opponent defenseless for a set period of time, after which the opponent usually breaks out and returns to normal. Now if the opponent happens to be legally dead, airborne, and higher than a given distance above the ground, they kinda get stuck in a weird limbo state and can't do anything about it. (On the other hand, if they're relatively low to the ground when they break free, they actually get to recover like normal and continue fighting despite having no lifebar.) The combo begins with Akuma teleporting into the corner where Guile is standing, and naturally they get stuck in the same spot, which prevents Guile from getting pushed back when he attacks. At this point, anything that links into itself is an infinite. Anyway there's a lot going on in this combo but it's nothing you can't figure out if you actually play the game. By the way, it's actually 113 hits but the counter freaks out when you get into triple digits.

(14:40) Guile vs Zangief - What's cool about this combo?
10 Sonic Booms!! Van Guile's "Comeback Move" is an Exploding Sonic Boom with several useful properties. The slowest and fastest Exploding Sonic Booms are slower and faster respectively than their normal Sonic Boom counterparts. Moreover, the explosion itself expands significantly faster than top Sonic Boom speed. So there's a lot of things you can do by combining these elements and the combo demonstrates several configurations. Also, SFTM's primary combo deterrent is increasing pushback with every hit. If Guile makes one wrong move twenty hits into the combo, he'll suddenly find himself clear on the other side of the screen and that'll be the end of it. Although it looks like absolute broken chaos, it actually takes lots of careful planning to keep circumventing all the safeguards.

SVC Chaos - SNK vs Capcom (15:07 - 16:16)

(15:20) Guile vs Zero - What's cool about this combo?
All four of Guile's supers are featured in one combo, plus Guile gets electrocuted by falling satellite debris. Zero's helper fires little green shots at regular intervals and his position is indirectly controlled by Zero's movements, but the trajectory of those bullets randomly alternates between horizontal and diagonally upward. It takes a lot for this combo to come together, but it's probably the highlight of the SvCC segment.

(15:38) Guile vs Violent Ken - What's cool about this combo?
10 Sonic Booms!! It's not an infinite because Guile has to take a tiny step forward each time, but it is a non-dizzy 100% damage combo. Since Guile starts off at a distance and since the first Sonic Boom doesn't require a meaty setup, nothing is lost by choosing a thin opponent. In other words, i get to pick Evil Ken without making any sacrifices. Guile's charge time is rediculously short in this game, so he actually charges for the Somersault Strike super during that F+LK knee. The entire ender needs to be frame-perfect though, starting from the link into s.LP and including all of the super command input delays.

(15:53) Guile vs Hugo - What's cool about this combo?
How often do you see someone whiffing throws to intentionally dispose of super meter? It's done so that Guile can rebuild his meter to Maximum by the time he needs to cancel c.LP into DF+LK into HP Sonic Boom. Otherwise Maximum mode would have expired too soon and there wouldn't have been enough hits left in the combo to invoke it again. Obviously there's a good amount of advanced charge trickery on display, but half of those challenges stem from SvCC's laughably poor command input recognition. In any case, i'm pleased with the final product but there's not much to talk about.

Super Street Fighter 2 Turbo Revival (GBA) (16:26 - 16:59)

(16:35) N.Guile vs Bison - What's cool about these combos?
SSF2TR's input windows seem slightly more lenient than those found in classic ST, where it would be impossible to spread out the Double Somerault Kick command wide enough to contain three jabs. The following little three-hit meaty combo has always been a favorite of mine, so i gladly took the opportunity to include it. As noted by the red warning text and the in-game sound effect, "Easy Mode" is activated for the last three combos. Special and super move commands are simplified, eliminating the need to charge for anything. It's fitting to end the video with a barrage of Sonic Booms.

to be concluded ...

Maj
10-20-2008, 04:51 PM
Finally, here are some odds and ends related to the project.

SF? Guile Exhibition (Evo2k7 Edition Trailer)

(0:31) ST N.Guile vs Chun Li - What makes this combo cool?
This is the only case in which the backwards Double Somersault Kick connects more than once - only against Chun and only in the corner.

(0:38) SNES WW Guile vs Dhalsim - What makes this combo cool?
Crossup j.HK setup followed by a couple of SNES-only links made possible by this bootleg close s.MP rendition, which looks like his far s.LP and actually gives him significant frame advantage. Guile has always had severe disadvanage on both close s.MP and far s.MP in virtually every game except CvS1 which lacks the necessary buttons to convey those attacks. Last combo is s.LP, s.MP, s.LP -> j.HK (renda-jump-canceled).

(0:52) SFEX2 Guile vs Zangief - What makes this combo cool?
Since this is the only game where Guile has a Sonic Boom super, i made it the focus of the combo. Also i found it interesting that supers could be canceled into Guard Crush, so that's in there too - especially since it's a convenient setup for making sure the last hit of the Sonic Boom Typhoon whiffs so that Guile can juggle with HK Flash Kick afterwards. Kara-canceling c.LK gives the Flash Kick a huge range boost.

(1:11) ST N.Guile vs Blanka - What makes this combo cool?
Whiffing the entire first half of Double Somersault Kick and still getting it to combo seems stylish to me. Freezing Blanka with blood squirting out of his head helps too. In general, Blanka's hit stun hitboxes are very uncooperative when trying to land strikes from the front, but quite useful for pushing him backwards into projectiles and other attacks.

(1:25) CvS2EO EO-Ism R4 S-Guile vs R1 King - What's the story behind this combo?
Originally, this was simply gonna be R4 K-Guile killing R1 Shin Akuma with a plain lvl3 Sonic Hurricane. But since i knew i wasn't going to use CvS2EO in the main combo video, i decided to at least tip my nonexistent hat to it in the trailer. This is the only combo i performed manually without programmable controllers or emulator tools, because programmable controllers don't support analog inputs. EO-Ism specials are performed using the Right Analog Stick and don't require charging. To anyone who thinks it was deceptive of me to use EO-Ism: not only is the "EO" logo clearly visible under Guile's portrait, but i also recaptured this combo several times until Guile said "Easy Operation" during his victory pose.

(1:37) MvC2 Guile/Guile/Guile vs Strider/Anakaris/M.Bison - What's cool about this combo?
First off, i love wavedashing - it's quite possibly my favorite thing about the Marvel series. Second, this is a 300% damage combo involving three Guiles performing three Sonic Hurricanes! It was actually quite difficult finding three different opponents with compatible hit stun hitboxes that wouldn't stick out a little bit to protect the others from getting hit by one of the Sonic Booms. The way the Sonic Hurricanes connect in the clip, they miss some of their early hits. However, the resulting triple Guile victory formation looks way cooler in the version shown. When i got maximum hits out of the Sonic Hurricanes, the opponents died in a different pattern and all three Guiles ended up overlapping. It didn't look as cool.

(1:55) WW Guile vs Blanka - What makes this combo cool?
Check out the damage! In WW, the flash is the most painful part of Guile's Flash Kick. Combined with a simultaneously connecting LP Sonic Boom and multiplied by WW Blanka's Rolling Attack damage modifier, Blanka instantly loses nearly 70% vitality. It's actually (randomly) possible to inflict even more damage so that only one OTG Magic Throw is needed to kill Blanka, but i thought it looked cooler having those dizzy stars over Blanka's body as he died. Of course, the HK Flash Kick is executed without charging via a 1/512 occurrence.

SF? Guile Exhibition (OHN6 Edition) - Version Differences

Some of you may have seen this alternate version premiered at Australia's "OzHadou Nationals 6" fighting game tournament. As luck would have it, i only had enough time to change one clip. All other content is identical to the Evo2k7 Edition.

(9:10) SNES WW Guile vs brick wall - What makes this sequence cool?
There are two instances following Flash Kicks where Guile lands on the edge of a platform and attacks on the first possible frame to avoid falling off. In the first instance, he does s.HP xx HK Flash Kick to make it over the central pillar. In the second instance, he hits the wall with c.LK and then chains into another LK which instantly drops him off the edge instead of having to wait until the c.LK fully recovers. The c.LP and close s.MP animations unique to the SNES version are both demonstrated without focusing too heavily on them. The entire clip flows much more smoothly and an extra Sonic Boom is incorporated into the sequence.

the end

goodm0urning
10-20-2008, 11:08 PM
Cool shit, Maj. I'll read this with the video next to it over a cup of coffee (or three) tomorrow.

Desk
10-21-2008, 03:55 AM
There is actually no one else on planet earth who knows more about guile than maj.

Fact.

Saotome Kaneda
10-21-2008, 07:48 AM
Once again Maj proving that he needs to change his username to Col. Guile.

Javid
10-21-2008, 11:45 AM
God damn, remind who you are if I ever see you in the arcade. This way if I see you using Guile, I'll just give you my two quarters and walk away. Very nicely done!

Maj
10-21-2008, 12:57 PM
Thank you sirs. Since i've got your attention, do me a favor and check out this thread:

Majestic Screenshot Gallery (http://forums.shoryuken.com/showthread.php?t=166266)

Expect updates twice a week for at least three or four months. I'd love to have been able to post the thread in FGD, but apparently FGD doesn't allow images to be displayed in threads. SRK wins yet again, bringing our current tally to ...

SRK: 892738972 - combo video makers: way less than that

noodleman
10-21-2008, 01:03 PM
subscribed, nice screens maj

LeRaldo
10-22-2008, 02:09 AM
One of my favorite videos just got even better with the explanation/reasoning behind the combos. Awesome.